#the best meeples in the biz
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One of the things I love about board games is their ability for emergent narratives.
It's a magic trick to take bits of cardboard, plastic, and wood and come out the other side with stories -- to take fundamentally mechanical rule sets and transform them into memories and in-jokes as if you we actually part of an intergalactic struggle or siege of the wizard's castle.
While many games do this well, for my money, Root is the best.
In Root, you take on the role of an adorable woodland dynasty and hack, slash, cajole, and strongarm your way to domination. Don't let the meeples fool you - this is a ruthless war game.
But it is also SO much more.
In addition to the normal rules of movement and combat, Root is a completely asymmetric game. When you choose your faction, you get a unique player board that defines your personal goals and mechanics throughout the game. Out of the box, you have four completely different factions.
Marquise de Cat: The current lords of the forest, the Cats start with the most pieces on the table. They score by building up their supply lines and industrializing the forest.
Eyrie Dynasty: The Birds are an explosive factions that works by programming actions turn after turn. But watch out - if you ever can't complete your program, your subjects revolt and depose you as a ruler.
Woodland Alliance: Everyone's favorite angry toast meeples represent the subversive movement in the forest. They spread sympathy/propaganda through whisper campaigns until they violently overthrow the invading forces.
The Vagabond: While the other players are in the middle of a war game, the Vagabond is playing his own RPG. He travels around the forest leveling up and raiding items from ruins.
While you can get hundreds of hours of great gameplay from the core box alone, there are a myriad of expansions that unlock the games true potential.
The Riverfolk is a big box expansion that brings along two new factions: The Lizard Cult who have limited, but extremely powerful actions and the war profiteering Otters who sell their services to any other faction needing mercenaries.
The Underworld is the second big box that introduces new maps along with more factions: The murderous Crows who sneak around the board setting traps, and the Moles who can spring up from their tunnels to jump-start their colonization.
The newest big box expansion, The Marauders, introduces Hirelings that give more options for smaller player counts. It also brought us the Lord of the Hundreds who commands his Rats to raze as much of the forest as possible, and the Badger templars who use their military prowess to delve for ancient relics.
And that's just the beginning. There are more hireling packs, an additional deck of cards, landmarks, and plenty of aesthetic upgrades you can buy.
Root is a full-on, five-star game for me. It is significantly different than the other euro and card battler games my group favors, but that palate cleanser is an incredibly fun challenge. Root also requires more direct interaction and table talk than anything else on the shelf.
While it can seem untenable from the outside, the rules system is logical and cleanly laid out. It isn't particularly hard to get up and running in a game.
And even if it was, it is worth the effort to be able to play with these little fellas...
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